AC 13 (natural armor)
HP 68 (8d10+24; bloodied 34)
Speed 40 ft.
Proficiency +2; Maneuver DC 14
Skills Intimidation +3 (+1d6), Stealth +1 (+1d4)
Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses darkvision 120 ft., passive Perception 10
Languages Common, Giant
ACTIONS
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw or falls prone .
Sweeping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet. Hit: 8 (1d8+4) bludgeoning damage, and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw or is pushed 10 feet away.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.
Breath Weapon (Recharge 4–6). The half-demon ogre breathes fire in a 20-foot cone. Creatures in the area make a DC 14 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
BONUS ACTIONS
Fiendish Glare. The half-demon ogre chooses a creature it can see within 60 feet. If the creature is able to see the half-demon ogre, it makes a DC 16 Wisdom saving throw or becomes frightened until the start of the half-demon ogre’s next turn.
Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.